Doomguide

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  1. Doomguide

    Uber veterans

    My "Main of mains" is my first character, GRETA-001, a Claws/SR, who hit 50 after about 6 months real time and 720 hours of in game time. She is the first one to meet a new issue, to do all the newest stuff, my explorer and badger and now sits around 2600 hours in game time. While altitis (100+, of whom probable a good 20 or so see play several times a month) ensures a constant change in my current favorites, Greta is always one of them.

    For AT's and sets, my favorites must be (as I'm always returning to them):

    Scrappers (claws, broadsword and most recently DM usually paired with /SR),

    Defenders (Empathy/any, Storm, and Cold/*Ice or Sonic* most recently) all of whom frequently suffer from 'scrapperlock'.

    and Controllers (several Earth, in particular Earth/Storm)

    Enjoy and have taken Blasters, Night Widows, Brutes, Corruptors and Stalkers to 50 and they continue to be enjoyed even if not played with the frequency of the above.

    And last Yay! for Mids for the sheer fun of fiddling around with builds of all sorts.
  2. Last time I did one it was awarded to all the team members (a duo in a RWZ arc)
  3. Unfortunately I can't yet say ... it's what I plan on using, but it's one of the many purples still needed for the build.
  4. Here's a build incorporating many of the suggestions in the thread with minimal changes in assigned slots per power (moved slots from swift, practiced brawler, stealth and quickness) and changed out conserve power for physical perfection.

    Other things you could do would be swap around GotA and LotG sets so GotA is the 4 slotted one and LotG gets the 2 slots. Could tweak more to drop Elude but would need the +defense from the BotZ sets there replaced. In its place go for more recharge with Hasten. Personally I'm growing to like keeping Elude on one of my builds (and using it as a BotZ or other set mule) in case I find myself in an AE mission with custom foes using things like BU and Aim which can rapidly get painful without the added boost to defense from Elude.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Vicious Kittie: Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(21)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(15)
    Level 2: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(40)
    Level 4: Agile -- GftotA-Def(A), GftotA-Run+(23), Ksmt-ToHit+(23)
    Level 6: Swift -- Run-I(A)
    Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(39)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- GftotA-Run+(A), GftotA-Def(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(40)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Mrcl-Heal(17), Mrcl-Heal/EndRdx(25)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(37)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(25)
    Level 22: Quickness -- Run-I(A)
    Level 24: Dodge -- GftotA-Def(A), GftotA-Run+(34), LkGmblr-Rchg+(34)
    Level 26: Follow Up -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27), Hectmb-Acc/Dmg/Rchg(37), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(46)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Rchg+(29)
    Level 30: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(48)
    Level 32: Shockwave -- Posi-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/Rng(33), Posi-Dmg/Rng(40), Det'tn-Dmg/EndRdx/Rng(43)
    Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-Build%(50)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Dmg/Rchg(45), Decim-Acc/Dmg/Rchg(45), Entrpc-Dmg/EndRdx/Rchg(46), Achilles-ResDeb%(46)
    Level 47: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48), P'Shift-End%(48)
    Level 49: Stealth -- GftotA-Run+(A), GftotA-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
  5. Been tempted to place an endred from time to time in Recovery Aura myself (or to go with a set to effectively gain the same) ... but only really feel the need when solo. While solo the pace is set by me alone so if I'm running low I make sure I have a blue or Geas of the Kind Ones ready or etc. etc.. Basically the slot is more valuable somewhere else for me and if I have a really tough solo situation then I have a second, generally more solo friendly build, available.

    And I must confess my Fortitude has a Karma -kb in it as well.

    Here's my currently planned build (mostly missing the purples and HO's atm) for Rianna my emp/sonic as thought fodder:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rianna Sidhe (v1.00.i13 purpled): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(31)
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Thundr-Dmg/Rchg(37)
    Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15), Thundr-Dmg/Rchg(37)
    Level 4: Howl -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(34)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Recall Friend -- Zephyr-ResKB(A)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), LkGmblr-Def/Rchg(13), LkGmblr-Rchg+(21), Krma-ResKB(31)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Swift -- HO:Micro(A)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Assault -- EndRdx-I(A)
    Level 22: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(40)
    Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(42)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(40), Dct'dW-EndRdx/Rchg(42)
    Level 28: Siren's Song -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(40), FtnHyp-Plct%(42)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(43)
    Level 35: Screech -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dam%(37)
    Level 38: Dreadful Wail -- Dmg-I(A), Dmg-I(46), Dmg-I(50)
    Level 41: Oppressive Gloom -- Amaze-Stun(A), Amaze-Stun/Rchg(43), Amaze-EndRdx/Stun(43), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(48)
    Level 44: Dark Consumption -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(46)
    Level 47: Soul Drain -- Armgdn-Dmg/Rchg(A), Oblit-Dmg(48), Oblit-Dmg/Rchg(48), HO:Membr(50), HO:Membr(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A), Clrty-Stlth(15)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  6. Well a Kin is blapper heaven so the other guy certainly should be making a Elec/Elec blapper. And trying to convince his duo buddy to be a Kin/Elec. 2 Short Circuits and you've a mob with no end till they keel over.
  7. I'd be reworking to get to the defense soft cap without having to click Elude. Slot Follow Up as an attack, right now if you fight cons much higher than you, you won't be able to count on landing hits with Follow Up to get self buffed. Slot an Achilles -resist proc in Slash. I'd use Obliterate in Spin over Scirocco's for better recharge (in the power itself) and I like the set bonuses better (+acc, +dam, and +rech specifically as well as +melee def).
  8. *smiles* Don't take Fulmens numbers to literally. All I think he's attempting to point out is crafting for a profit. Buy recipe "A" for "x" and sell the crafted version for "x+lots more" rinse and repeat till you have your influence for the build.
  9. I'd look to get -kb in Recall and or Teleport (from the BotZ set). Once I did I'd either replace or move the slot elsewhere with the Karma -kb in Fortitude. Maybe GotA (def/rech and def/end/rech), LotG (def/rech and def/+7.5% rech), Adj Tgt (to hit/rech and to hit/end/rech) if you go with 6 slots. At high lvls the +to hit from Fort is nice but most teammates have few, if any issues, hitting. Exemp those same characters down and run, for example, Positron and face hordes of debuffing spectrals and they may appreciate all +to hit from your Fortitude they can get.

    I'd love to move things around to 5 or 6 slot tactics with either Adjusted Targeting or Guassian's primarily to further reduce end usage. I'd personally lean towards Adjusted Targeting for +accuracy set bonus, as the other reason I like the set (over Guassian's) is redundant in the build already, the +recharge)

    Overall the build looks solid.
  10. Cimerorans do mostly lethal damage (and -def) with their swords ... I'd build up my lethal defense by 4 slotting Kinetic Combat (and slot the remainder to improve the accuracy of the attacks to counter all the +defense they start gain when close to each other)

    Next grab a Steadfast res/+3%def and add it in (I stole a slot from Gloom to 4 slot Mind over Body).

    Next I'd swap out the Titanium Coatings for Reactive Armor. You're way over the rule of 5 cap for +22.5 hit points (once the Kin Combat are in place). The Reactive Armor will add more +energy/neg energy defense.

    This is roughly what I have after making those changes. Like to get more global accuracy and +recovery but ... it's a start I hope for further tweaks.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    McStoned ST_BigOleDru 2: Level 50 Mutation Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), HO:Nucle(5), Acc-I(40)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Mrcl-Rcvry+(46), Mrcl-Heal(46), Mrcl-Heal/EndRdx(48)
    Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), HO:Nucle(9), Acc-I(40)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(50)
    Level 6: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-Heal(23)
    Level 8: Fault -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(25), RzDz-Acc/EndRdx(25), RzDz-EndRdx/Stun(27), RzDz-Immob%(27), Acc-I(50)
    Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(40)
    Level 12: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(15), Acc-I(43)
    Level 14: Swift -- Flight-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(29), Numna-Heal(29), Heal-I(31), RgnTis-Regen+(50)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), HO:Nucle(21), Acc-I(43)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Heal(33), Numna-Heal/Rchg(34)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
    Level 26: Boxing -- Empty(A)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(34)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39)
    Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), EndRdx-I(46)
    Level 47: Build Up -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Fly -- Frbd-Stlth(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  11. Quote:
    Originally Posted by Windenergy21 View Post
    Yeah im hating all the incongruent mids. I currently have 3 versions, the old, the pre i16 from stoney, and the new i16, its on the middle one :/. If you need i can report it over to the new version.

    Is it safe to say that Mid will NEVER be back to doing the designer and i can overwrite the newest ston3y version over the old mids version in the same spot?
    Believe I got it all copied correctly (current live Mids v1.6) ...

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Electric Melee-Super Reflexes_Windenergy21: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(50)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: Agile -- S'dpty-Def/Rchg(A), S'dpty-Def(11), LkGmblr-Rchg+(11)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dodge -- S'dpty-Def/Rchg(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Heal(23), Numna-Regen/Rcvry+(23), Heal-I(31), RgnTis-Regen+(43)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(31)
    Level 26: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(27), DefBuff-I(27)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), DefBuff-I(29)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
    Level 38: Quickness -- Run-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  12. Yep, fear is not really a concern. Most of my high lvl scrappers including my SR's carry a breakfree or two in any case I'm dumb and forget to retoggle Integration after dying, to click Practiced Brawler or whatever, and if I can't just wait out the "Terrify/Terrorize" effect I'll use one. Ghost Widow (various versions), Weakened Hami and Carnie MI's I've noticed Terrifying me from time to time. Outside of them nothing else does it often enough for me to even recall it if it happens.
  13. I'd encourage him to take and keep the shields. First you'll soft cap much earlier and easier with the shields to buff you, by 30th is readily doable. Second the shields will be available for teammates and teaming for strike forces or normal missions. And third they are an excellent place for sets to help his build overall.

    If you are /SR and a lucky hit lands keep in mind you have scaling resists. If it doesn't hurt enough to kick in the resists it's likely not a threat either. On that note even with shields available I'd still be looking to soft cap on my own. As they say stuff happens, he eats carpet and shields timeout while he gets back in action, he gets scrapperlocked shields go down while neither of you are looking. If not softcapped those few moments without shields and you are much more likely to be faceplanting.

    My /SR's would take any of the sets in a duo. Cold offers (just as the others do) far, far more than just shields. Foes hit by Benumb are at -50% damage debuff and a whole array of ugly debuffs. Their dps takes further hits with the -spd and -rech offered by Infrigidate and Snow Storm. Heat Loss offers massive +recovery potential, more -rech, -resist, and -spd. Sleet for even more -resist, -spd, -rech, -def, etc. etc.. In many ways while the shields are quite desirable they are perhaps the least important thing brought to the duo by a /cold paired with /SR.
  14. Quote:
    Originally Posted by Psylenz View Post
    Two Cold/Ices should be illegal in most states for being extra uber.
    Dis is most true! Worse there's frequently a Kin/Ice Defender teamed with us as well. The 3 of us decided to try tackling Jack in Croatoa one morning when we were about 30th. It was apparently almost immediately Jack was in deep trouble. Then the 3 of us took on Eochai and a 2nd Jack for extra felony uberness.
  15. Quote:
    Originally Posted by DaveMebs View Post
    What do you think about tking the run speed enh (gift of the ancients) out of manuevers and putting in a lotg: 7.5 and taking out grant invis. Then, instead of grant invis put in frostwork or maybe charged armor
    I put GI in there, but yes you could put almost anything else in there just as easily that doesn't require slotting to be effective. In addition to Frostworks or Charged Armor some other possibilities include Hurdle or Combat Jumping. The build as is has very little vertical ability outside of always keeping a temp power handy. CJ could also take the LotG +7.5%. Or for that matter put Hover in for vertical ability.

    The drawback to removing one of the GotA set is you lose the 4 slot bonus, the +1.8 endurance. I wanted to build for extra endurance. While under the buff of Heat Loss I've used Blizzard without loss of one or more toggles. I believe (and maybe someone can confirm or refute) that this is because the -100% end loss from the nuke is from my base endurance (not total), meaning Blizzard doesn't drop my endurance to 0.0 but to somewhat more .. then the -1000% recovery debuff hits and unless I'm lucky with server tics of +end or popping blues quick the remaining endurance rapidly burns away (and results in toggle dropping anyway). More extra end the build has the more likely I am to not lose toggles post Nuke.

    As for having or not having Freeze Ray in there, I'd see if I could fit it in the build. It's not in this build mostly because it's based on my live build where I'm almost always teamed with a friend also running a Cold/Ice. Things are so debuffed and slowed that the hold aspect (I had Freeze Ray initially) I found to be largely wasted, the foes were effectively "held" anyway by the massive -spd and -rech they are under from the get go.
  16. Quote:
    Originally Posted by Sarrate View Post
    I remember this was tried a while back (back around CoV release, man has it been that long?) using the channel called "Scrapperlock," I believe. I never did quit that channel despit it becoming defunct, but I moved it to a tab I never monitored "just in case."

    I hope yours takes off and lasts, Umbral.
    Probable still in a couple of my tabs as well ... the sg still exists too (on Infinity), though its pretty much just myself and a friend who check in from time to time. Oldest join dates stand at January 10, 2007.

    GRETA-003 (Claws/SR)
    of Scrapperlock, an all scrapper supergroup on Infinity.
  17. And since I mentioned it here's a +recharge build much closer to my own Cold/Ice

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cold Ice +recharge: Level 50 Magic Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Ice Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(19)
    Level 1: Ice Bolt -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(15), Thundr-Acc/Dmg/Rchg(43)
    Level 2: Ice Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(15), Thundr-Acc/Dmg/Rchg(43)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Glacial Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(19)
    Level 8: Swift -- Run-I(A)
    Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(11), AdjTgt-EndRdx/Rchg(17), AdjTgt-Rchg(21)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Infrigidate -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(17), AnWeak-Acc/Rchg(21), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg/EndRdx(40), Achilles-ResDeb%(50)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(25), Numna-Heal(39), Numna-Regen/Rcvry+(46)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(39)
    Level 22: Maneuvers -- GftotA-Run+(A), GftotA-Def(23), GftotA-Def/EndRdx(25), GftotA-Def/EndRdx/Rchg(37)
    Level 24: Ice Storm -- Dmg-I(A), Dmg-I(31)
    Level 26: Sleet -- LdyGrey-Rchg/EndRdx(A), UndDef-Rchg/EndRdx(27), UndDef-DefDeb/Rchg/EndRdx(27), Achilles-ResDeb%(34), LdyGrey-DefDeb/Rchg/EndRdx(37), AnWeak-DefDeb/EndRdx/Rchg(40)
    Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(46)
    Level 30: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(36)
    Level 32: Heat Loss -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Acc(33), RechRdx-I(34)
    Level 35: Arctic Fog -- HO:Ribo(A), HO:Ribo(36), S'fstPrt-ResDam/Def+(36), LkGmblr-Rchg+(37)
    Level 38: Blizzard -- Dmg-I(A), Dmg-I(39)
    Level 41: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43)
    Level 44: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Vengeance -- RedFtn-Def(A), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  18. Here's a first pass at maxing the ranged and aoe defense. It is soft capped vs those positions and probable playable but ... I'd likely emphasize recharge over defense myself.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cold Ice +def (v1.00.i15): Level 50 Magic Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Ice Shield -- RedFtn-Def(A), RedFtn-EndRdx(5), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42)
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(27)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(27)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(7), RzDz-Acc/EndRdx(9), RzDz-Stun/Rng(13), RzDz-Acc/Stun/Rchg(21), RzDz-Immob%(31)
    Level 8: Glacial Shield -- RedFtn-Def(A), RedFtn-EndRdx(9), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(42)
    Level 10: Swift -- Run-I(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(23)
    Level 14: Infrigidate -- Acc-I(A), Acc-I(15), DefDeb-I(25), DefDeb-I(45)
    Level 16: Health -- Heal-I(A)
    Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: Benumb -- Acc-I(A), RechRdx-I(23), RechRdx-I(50)
    Level 24: Arctic Fog -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(43), S'fstPrt-ResDam/Def+(48)
    Level 26: Sleet -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(29), UndDef-Rchg/EndRdx(43), UndDef-DefDeb/Rchg/EndRdx(50), Achilles-ResDeb%(50)
    Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
    Level 30: Maneuvers -- S'dpty-Def(A), S'dpty-EndRdx(33), S'dpty-Def/EndRdx(33), S'dpty-EndRdx/Rchg(36), S'dpty-Def/EndRdx/Rchg(37), S'dpty-Def/Rchg(40)
    Level 32: Heat Loss -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
    Level 35: Weave -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
    Level 38: Blizzard -- Dmg-I(A)
    Level 41: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(43)
    Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46)
    Level 47: Ice Storm -- Dmg-I(A)
    Level 49: Power Build Up -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  19. I'd also think a single -kb IO should suffice. If not there are many places one could add more kb protection on this build if you decided you needed more.

    I'd want Screech in there somewhere. I personally would also take Scream over Shout, but wouldn't mind having both, and slot them all up with Thunderstrikes (or Decimations or whatever works towards the overall goal of the build).

    I'd go with 5 slots in Heat Loss and do what you've done in many places and frakkenslot it for more recharge. I'd be looking to max the recharge even more than the endmod of the power. Take the slot you gain there, go with 5 slots using Adjusted Targeting in Tactics and put those two slots into Aim (3 slotted for recharge).

    Think about taking something other than Siren's Song ... you've Howl and "perma" Sleet they'll be waking up as fast as they nod off I'm thinking.

    The build is solid enough but seems a bit unfocused as if you can't decide whether to frankkenslot vs +recharge vs +defense vs +ranged def as an overall goal.
  20. Panzerwaffen has covered it well. Couple more thoughts on Clear Mind, at minimum, I will try to keep it up on teammates who use anchored toggle debuffs such as Darkest Night or Radiation Infection. Even a momentary mez will cause those toggles to drop and the whole team to become more vulnerable and unlike a suppressed power (like Leadership powers for example) the user has to reapply the debuff, their power(s) won't just start working again when the mez effect goes away. Second Clear Mind is also a +perception power, know which teammates you'll want to apply it to when a Night Widow or other foe or effect threatens to blind the team.
  21. Quote:
    Originally Posted by Smurphy View Post
    Well my GMs (plural) can't heal. Don't have it slotted. Don't have it on my tray. Never needed nor wanted it.
    Well yes, but you aren't normal and I'll happily shoot stuff in the face, popping vengeance as needed, forgetting all about healing while seeing just how much it does take to team wipe with capped recovery, to hit, regen, defense, damage, massive recharge and general mayhem when teamed with your crazy Emps (and Fallouts and Stormies and ...)!
  22. Quote:
    Originally Posted by JGHopkins View Post
    yeesh I dind't mean to offend anyone O.O
    I honestly didn't expect this many replies O.o

    I'll take everyone advice into consideration and post a revamp
    Hadn't yet seen any of your other posts so I was clueless from the initial post whether this was a concept build or not. I wasn't offended and hopefully offered none.

    Here's another build I put together. Not sure how easily you can see it since I'm guessing you don't use Mids from your previous posts. Since Hasten in not in the build I aimed for sets which focus more on ranged defense, +accuracy and +recovery rather than going for recharge and yet more recharge globally.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emp_Elec concept2 (v1.00.i15): Level 50 Technology Defender
    Primary Power Set: Empathy
    Secondary Power Set: Electrical Blast
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Rchg(25)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(31)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(31)
    Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Rchg(25)
    Level 6: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(13)
    Level 8: Absorb Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(17)
    Level 10: Swift -- Run-I(A)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(39)
    Level 14: Clear Mind -- Range-I(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(37), Numna-Heal(46), Numna-Regen/Rcvry+(48)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(48)
    Level 22: Maneuvers -- RedFtn-Def(A), RedFtn-EndRdx(23), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 24: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37)
    Level 28: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Dam%(36), Efficacy-EndMod/Acc/Rchg(43)
    Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(48), AdjTgt-EndRdx/Rchg(50)
    Level 32: Adrenalin Boost -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(34), Numna-EndRdx/Rchg(34), EndMod-I(34)
    Level 35: Zapp -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(40), Mantic-Dmg/EndRdx/Rchg(42), Mantic-Dmg/EndRdx(43)
    Level 38: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40), Posi-Dam%(40)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Resurrect -- EndRdx-I(A)
    Level 49: Team Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  23. Quote:
    Originally Posted by Fleeting_Whisper View Post
    As someone with a couple Green Machine characters, I'll say the only Empathy powers I even consider skipping are Heal Other and Absorb Pain (AP moreso than HO, depends on my build; I favor HA over HO because it lets me heal myself). Clear Mind through Adrenalin Boost are too good to not have, and Resurrect is useful enough to pick up, because someone's going to die eventually, especially with Smurphy on the team (though I'll rarely take it at 6, when it becomes available). CM-AB are also an essential part of what makes the Green Machines tankmages.

    While GM requires a very offensive playstyle, the build requirements actually are balanced. 6 of the 9 Empathy powers are required in a GM build, as well as a functioning attack chain, and your nuke. We're not healers, but neither are we Blasters with healing powers.
    Thanks Fleeting, as a very active Green Machine player I have to say I get mildly irritated by the (unintended most likely) implication that somehow my empaths can't heal only blast. If needed they can be very effective at pumping out "big green numbers" to keep someone alive, have done so and will again as needed. But that same Ally I'm spamming heals at to keep upright will also have whatever buffs I can have on them, preferable ahead of time, and further I am going to be in the face hitting those foes with screech, cosmic burst or whatever else is at hand between heals to stop the incoming damage and make the ED-capped, set bonus boosted size of my heals irrelavant to my ally in the process.

    Reyna Morningdew and Rianna Sidhe of Green Machine
  24. Kin/Psy/Power, my first defender
    Kin/Dark, of Pinball Wizards
    Emp/Dark/Dark
    Emp/Rad/Dark, of Green Machine
    Emp/Sonic/Dark, of Green Machine
    Emp/Sonic/Dark, Lethal Ladies coalition
    Dark/Rad
    Dark/Ice/Dark, Lethal Ladies coalition
    Storm/Sonic/Psy, of Perfect Storms
    Storm/Dark
    Storm/Sonic/Dark, Lethal Ladies coalition
    Cold/Sonic
    Cold/Ice
    Sonic/Dark

    plus many seldom played and mostly forgotten
  25. Just say NO! to the Medicine pool. You are an Empath, outside of concept reasons if your team or you "needs" this pool then build(s) and tactics need some serious reexamination.

    Take Short Circuit, slot it, use it ... mobs with no endurance are a minimal threat. Pair it with Ball Lightning, some early set IO usage, shut off their recovery and watch them dry up to harmlessness while the team takes target practice. The enhancements used would also likely alter in a later more final build but the frankkenslotting makes the powers quite effective at a level I would normally not yet be using set IO's.

    Zapp is entirely optional and doubly so prior to IO's and set considerations.

    Take Adrenaline Boost ASAP and slot it ASAP. Simple put it is quite arguable one of the best single target buffs in the game (3 rech, 2 heal and 1 endmod).

    It's a personal preference but in this day of combining 3 inspires into 1 I find Resurrect very skippable. If I or my team is dying enough to make this an issue then ...

    Fitness can be skipped entirely on an Empath. That said it does make life much easier and less stressful to have in a build. Ditto for travel powers vs using temp powers till later respec (if added even then).

    The following isn't necessarily what I'd do but it should be a solid enough build and food for thought. I tend to play offenders and would be looking to get Hasten in the build among other things but it all starts to fall into the realm of preference and playstyle at that point.

    And lastly if this is a concept build or regardless if it is or not even .... as Smurphy has said and Professor Backfire has in his sig as I recall then take my build for what its worth for you and have fun.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emp Electric_first 30 lvls (v1.00.i15 commons): Level 31 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Electrical Blast
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Leadership

    Hero Profile:
    Level 1: Healing Aura -- EndRdx-I(A), Heal-I(3), Heal-I(9), Heal-I(15), RechRdx-I(21)
    Level 1: Charged Bolts -- Acc-I(A)
    Level 2: Lightning Bolt -- Acc-I(A), EndRdx-I(3), Dmg-I(5), Dmg-I(7), Dmg-I(9)
    Level 4: Ball Lightning -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(5), Efficacy-EndMod/Acc/Rchg(7), P'Shift-EndMod/Acc/Rchg(25), EndRdx-I(29)
    Level 6: Swift -- Run-I(A)
    Level 8: Recall Friend -- Range-I(A)
    Level 10: Short Circuit -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(11), Efficacy-EndMod/Rchg(11), P'Shift-EndMod/Rchg(15), P'Shift-EndMod(17), Efficacy-EndMod/Acc/Rchg(23)
    Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), DefBuff-I(13), DefBuff-I(17)
    Level 14: Health -- Heal-I(A)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Heal Other -- Heal-I(A), Heal-I(25)
    Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Tesla Cage -- Acc-I(A), Acc-I(29)
    Level 30: Tactics -- EndRdx-I(A)
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance